mirror of
https://github.com/ppy/osu.git
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174 lines
5.8 KiB
C#
174 lines
5.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Utils;
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using osu.Game.Screens.Menu;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics.UserInterface;
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using IntroSequence = osu.Game.Configuration.IntroSequence;
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namespace osu.Game.Screens
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{
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public class Loader : StartupScreen
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{
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private bool showDisclaimer;
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public Loader()
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{
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ValidForResume = false;
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}
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private OsuScreen loadableScreen;
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private ShaderPrecompiler precompiler;
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private IntroSequence introSequence;
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private LoadingSpinner spinner;
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private ScheduledDelegate spinnerShow;
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protected virtual OsuScreen CreateLoadableScreen()
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{
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if (showDisclaimer)
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return new Disclaimer(getIntroSequence());
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return getIntroSequence();
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}
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private IntroScreen getIntroSequence()
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{
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if (introSequence == IntroSequence.Random)
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introSequence = (IntroSequence)RNG.Next(0, (int)IntroSequence.Random);
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switch (introSequence)
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{
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case IntroSequence.Circles:
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return new IntroCircles(createMainMenu);
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case IntroSequence.Welcome:
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return new IntroWelcome(createMainMenu);
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default:
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return new IntroTriangles(createMainMenu);
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}
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MainMenu createMainMenu() => new MainMenu();
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}
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protected virtual ShaderPrecompiler CreateShaderPrecompiler() => new ShaderPrecompiler();
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[Resolved(canBeNull: true)]
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private DatabaseContextFactory efContextFactory { get; set; }
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private EFToRealmMigrator realmMigrator;
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public override void OnEntering(ScreenTransitionEvent e)
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{
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base.OnEntering(e);
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LoadComponentAsync(precompiler = CreateShaderPrecompiler(), AddInternal);
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// A non-null context factory means there's still content to migrate.
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if (efContextFactory != null)
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{
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LoadComponentAsync(realmMigrator = new EFToRealmMigrator(), AddInternal);
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realmMigrator.MigrationCompleted.ContinueWith(_ => Schedule(() =>
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{
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// Delay initial screen loading to ensure that the migration is in a complete and sane state
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// before the intro screen may import the game intro beatmap.
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LoadComponentAsync(loadableScreen = CreateLoadableScreen());
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}));
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}
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else
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{
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LoadComponentAsync(loadableScreen = CreateLoadableScreen());
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}
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LoadComponentAsync(spinner = new LoadingSpinner(true, true)
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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Margin = new MarginPadding(40),
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}, _ =>
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{
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AddInternal(spinner);
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spinnerShow = Scheduler.AddDelayed(spinner.Show, 200);
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});
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checkIfLoaded();
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}
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private void checkIfLoaded()
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{
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if (loadableScreen?.LoadState != LoadState.Ready || !precompiler.FinishedCompiling)
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{
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Schedule(checkIfLoaded);
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return;
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}
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spinnerShow?.Cancel();
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if (spinner.State.Value == Visibility.Visible)
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{
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spinner.Hide();
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Scheduler.AddDelayed(() => this.Push(loadableScreen), LoadingSpinner.TRANSITION_DURATION);
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}
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else
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this.Push(loadableScreen);
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}
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[BackgroundDependencyLoader]
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private void load(OsuGameBase game, OsuConfigManager config)
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{
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showDisclaimer = game.IsDeployedBuild;
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introSequence = config.Get<IntroSequence>(OsuSetting.IntroSequence);
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}
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/// <summary>
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/// Compiles a set of shaders before continuing. Attempts to draw some frames between compilation by limiting to one compile per draw frame.
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/// </summary>
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public class ShaderPrecompiler : Drawable
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{
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private readonly List<IShader> loadTargets = new List<IShader>();
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public bool FinishedCompiling { get; private set; }
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[BackgroundDependencyLoader]
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private void load(ShaderManager manager)
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{
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE_ROUNDED));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
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}
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protected virtual bool AllLoaded => loadTargets.All(s => s.IsLoaded);
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protected override void Update()
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{
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base.Update();
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// if our target is null we are done.
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if (AllLoaded)
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{
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FinishedCompiling = true;
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Expire();
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}
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}
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}
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}
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}
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